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ForumsCog Forum → RPG Project Spell casting effects... need desperate help
RPG Project Spell casting effects... need desperate help
2001-04-06, 10:00 AM #1
Some of you may have seen my pretty sprites on the showcase forums. Well these were created for two reasons, the first was as projectiles and the second is the one i'm having trouble with.

I want to make a magical power that can only be used when the player is stationary. If this is true then the player is halted for five seconds during which the spell is cast. At the end of the five seconds the projectile is fired and the character can move again.

BUT, during the five seconds i want the sprites i have created to be generated and fly around the player a few times before being destroyed in a cool spell casting effect, similar to what you may have seen in games such as Baldurs Gate 2.

Any help would be GREATLY appreciated
Detty. Professional Expert.
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2001-04-07, 5:52 AM #2
rpgs suck. if you really need help...go outside and take a breath of fresh air! j/k
I am lost and could care less if someone finds me.
2001-04-07, 6:16 AM #3
RPGs rule badly much!

Have you yet found out how to check if the player stands still? You could just freeze him with a flag or something. For the spellcasting effects, you could create a new template (projectile) or something that displays a sprite with the effects you want, and then launch that projectile at the player's position when the spell should be cast. You could also make the player able to move while casting, but if he moves, he will loose the spell... (D&D ripoff)

------------------
The rings do not lie, and you can run no more from me[/b]
No signature for you.
2001-04-07, 11:26 AM #4
something like this...

Code:
activated:
if(IsThingMoving(player) == 0)
{
 if(CAST == 0)
 {
 CAST = 1;
 SetTimer(5);
 SetActorFlags(player, 0x40000);
 // OTHER SPELL CASTING EFFECTS HERE
 }
}
else
{
Print("You must be standing still to cast this spell!");
}
Return;

timer:
if(CAST == 1)
{
// FIRE PROJECTILE
}
CAST = 0;
ClearActorFlags(player, 0x40000);
Return;

newplayer:
killed:
// JUST INCASE THEY DIE WHILE SPELL CASTING
CAST = 0;
ClearActorFlags(player, 0x40000);
Return;


Thats pretty rough but hopefully you get the idea. [http://forums.massassi.net/html/wink.gif]
- Wisdom is 99% experience, 1% knowledge. -
2001-04-07, 12:53 PM #5
Thanks but my main problem is the creating the sprites and making them fly around the player...
Detty. Professional Expert.
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2001-04-09, 12:08 PM #6
Well i'm guessing you already know how to fire the sprite , so ....

sprite1 = FireProjectile(player, sprite bla bla);

and the same for the other ones

SetThingLook(sprite1, VectorSub(GetThingPos(player), GetThingPos(sprite)));

That setthing look is under a pulse ..

I don't know how that will look , you may have to adjust the vel if it doesn't move, and it may look strange , ex , it will fly inside the player , if it doesn't work for you , i'll write it out in full.

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